Files
godot-demo-projects/2d/role_playing_game/grid_movement/pawns/Walker.gd
2025-10-02 16:39:50 -07:00

46 lines
1.2 KiB
GDScript

extends 'Pawn.gd'
onready var Grid = get_parent()
export (PackedScene) var combat_actor
var lost = false
func _ready():
update_look_direction(Vector2(1, 0))
func _process(delta):
var input_direction = get_input_direction()
if not input_direction:
return
update_look_direction(input_direction)
var target_position = Grid.request_move(self, input_direction)
if target_position:
move_to(target_position)
$Tween.start()
else:
bump()
func get_input_direction():
return Vector2(
int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left")),
int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))
)
func update_look_direction(direction):
$Pivot/Sprite.rotation = direction.angle()
func move_to(target_position):
set_process(false)
$AnimationPlayer.play("walk")
var move_direction = (position - target_position).normalized()
$Tween.interpolate_property($Pivot, "position", move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
$Pivot/Sprite.position = position - target_position
position = target_position
yield($AnimationPlayer, "animation_finished")
set_process(true)
func bump():
$AnimationPlayer.play("bump")